These are the pages of rules for making characters for the Enduring Twilight
setting. There's two games so far that work within the overall setting and character
creation is a little different for each - but not by much, and they're generally
very much by starting character rules. Any exceptions will be noted. If you
don't like the rules you don't have to register - there's a lot of games all
over IRC, and there's one to suit everyone's tastes. Either way, have fun.

Shadowed Heart

Each player can have up to 5 characters in the Werewolf game at one time -
this includes Garou, Kinfolk, and anything 'special'.

Garou

Attributes: 7/5/3, Abilities: 13/9/5, Backgrounds: 5, Rage and Renown: by
Auspice, Gnosis: by Breed, Willpower: by Tribe, Gifts 3 (1 each for Auspice,
Breed and Tribe), Freebies: 15 (If any of that confused you or you need a
refresher on how the auspices, breeds and tribes affect stats, try the
walk-through.) Please include a written explanation of where the character's
Backgrounds come from (like Pure Breed) and possibly how they're maintained
(like Resources). A character history is always a bonus.

A text-format sheet for submitting garou characters can be found
here.

Those players new to Werewolf: the Apocalypse must make Homid characters as
their first Garou. Those familiar with the rules but new to this game
can make Homid or Metis as their first character. Lupus born are reserved for
those the Storytellers are sure are familiar with the way this game's being run.
There's a walk-through for new players available
here, which includes house rules and other details for all
players.

When the game was first starting up players coming over for the change from the
old game were allowed to remake their characters with a bonus of extra
experience. That window is now closed, and all new characters must
be starting points. This means you. Even if you've played with these folks
before in another game and are finally getting around to making the transition
you still have to use starting points for character creation.

Sorcerers and Psychics must take "Supernatural Kin" merit, 4pts, to play
as Kinfolk in the Caern - If you don't want to take that merit, check out the
Mage game, Crossroad Blues. Players are limited to a maximum of 2 psychics or
sorcerers out of their 5 total characters for Shadowed Heart.

A text-format sheet for submitting kinfolk
can be found here. A sheet for sorcerers/psychics can
be found here.

Everyone wants something unique that stands out from the crowd and most
everyone has their favorite Fera if they've played Werewolf: the Apocalypse for
a while - and some people want other unusual things, like kinfolk mage. (While
kinfolk can and do Awaken as mages from time to time, one being accepted and
trusted by their shifter kin is just as rare as Awakening.) The "special"
character slot is a way to let people play such characters without upsetting the
game balance. So if you want to play perhaps an Ananasi or a Bastet or even a
Son of Ether you can - but there's some rules that do have to be observed.

1.) While you can have a total of 5 characters in the Shadowed Heart game,
you're only allowed one 'special' character at a time, and yes it counts
towards that 5 total number.
2.) You must prove yourself with a different type of character first -
especially if you're new to either Werewolf: the Apocalypse or the channels. You
have to play this other character for at least a month before submitting a more
exotic character type. This is to allow the Storytellers to gauge not only your
level of skill but your commitment to the game - it's all too easy for someone
to waltz in with a new character, cause chaos, and then take off before they
have to deal with the consequences. This sort of chaos is even easier with one
of the more unusual character types.
3.) Playing a 'Special' slot character is a privilege, not a
right. The storytellers reserve the right to refuse any and all such
characters as they see fit if they think that it might unbalance the game, cause
too many problems, if they think that the player simply cannot handle it or any
other reason - and no, they do not have to explain themselves.
4.) Tantrums do not impress the Storytellers nor is throwing them likely to get
such a character approved if it couldn't be gotten through sweet reason and
negotiation. Same goes for whining, threats, and guilt trips. The game ain't
gonna die just cause Joe Cool couldn't get his rank 4 Camazotz into play. (95%
of players don't need that reminder, but I think every experienced player has
played at least once with the sort who does try such nonsense - or worse yet who
got away with it.)

To register any character for the Shadowed Heart section of the game, send it
to the ops group and the
Storytellers will take a look at it.

Any Merits or Flaws that you want to take that aren't listed in the 3rd Edition
Mage: the Ascension book must be accompanied by a notation of which book you
found them and on what page. (Seriously guys I'm getting sick of that. I've had
some really bad "merits" buzzed past me and while I've caught them, I'm tired of
it. From now on if a player can't limit him/herself to corebook merits/flaws and
won't note the book/page for the off-the-beaten-path ones, I can't be bothered
to approve them.) Character
history is highly encouraged, and most Background ratings could use an
explanation as well. Explanation of foci and a brief explanation of paradigm is
a must. If any of those words confused you, follow the
character creation tutorial.

New players must make a member of one of the 9 Traditions - particularly if
they're new to mage altogether. Contrary to public opinion it's actually not
easier to start out as a normal unawakened mortal and then awaken in play and
try to throw in a paradigm as an afterthought. With Mage, if you do not know how
your magic works, it doesn't. Period.